random function seems like a must to me. Even non-game-programmable calcs, such as cheap scientific ones, had Rand anyway. Sorting commands would be a good addition too.

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In case you are wondering where I went, I am still active in the TI community, but I left Omni back in 2015 for variousreasons. I might come back one day, depending of certain circumstances, but my new online home (despite me being Omnimaga founder in 2001) is now CodeWalrus ( https://codewalr.us ). Sorry for the inconveniences.

yeah, rand is good. i forgot about that. i'm think rand 0-1, randint # specified - # specified, randmatrix every value is between two specified numbers and randlist, same thing as randmatrix but for a list. and i know there were suggestions for other data types, so hopefully find a way to get random data types too. sorting would also be good.

A possibly, somewhat advanced feature would be more list functions. Or rather, array functions Things like list comprehension, for example. (Example (made up syntax): [x <- list1 | x>5] would return a list that consists of all the elements of list1 that are greater than five)

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"People think computers will keep them from making mistakes. They're wrong. With computers you make mistakes faster."

I agree with program4. I find it weird that lowercases are disabled by default and that you need to install a language APP and turn your calc in a different language to access them...

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In case you are wondering where I went, I am still active in the TI community, but I left Omni back in 2015 for variousreasons. I might come back one day, depending of certain circumstances, but my new online home (despite me being Omnimaga founder in 2001) is now CodeWalrus ( https://codewalr.us ). Sorry for the inconveniences.

alright so i've been thinking a lot about the data types involved in this, and i think there shouldn't be too many as to confuse the casual programmer, but enough so an advanced programmer can save a lot of memory. thus, here are my suggestions for data types dealing with numbers only, excluding strings or data structures (lists/matrices/arrays) for now:

also, maybe have a menu where you can turn on and off advanced features, such as specifying what data type a variable should be. suggestions? also, adding in the array functions, multiple keypresses and foreign characters suggestions to the first post.

/\i like(although i dont really see the purpose of word storage other than os calculations...)a menu sounds nice, too(all number dealings are floating point by default for nubs, but can be set to the others to increase calculation speed)

alright so i've been thinking a lot about the data types involved in this, and i think there shouldn't be too many as to confuse the casual programmer, but enough so an advanced programmer can save a lot of memory. thus, here are my suggestions for data types dealing with numbers only, excluding strings or data structures (lists/matrices/arrays) for now:

also, maybe have a menu where you can turn on and off advanced features, such as specifying what data type a variable should be. suggestions? also, adding in the array functions, multiple keypresses and foreign characters suggestions to the first post.

If I am catching you right then you also mean that when a user defines a variable and that variable is a number then the user also has to define what kind of type the number is? e.g.

Byte 1->aVarInt 123->aOtherVetc..

If so then I would make this optional in the following sense: If a user defines a variable that contains a number but he/she does not defines the number-variable's type then a floating point is assumed. So:

102->myVar

would be presumed to be a float which, logically, takes up more space then a int. A more advanced programmer therefore would do this:

Int 102->myVar.

Ther is one problem with this, mainly that the very word 'Int' itself takes up space. So maybe it'sbetter to do prefixes (I think we already discussed that but I am not sure...) I suggest these prefixes.

1. myvar and myVar, shall we make a distinction between the tow? inother words should variables be case sensitive?2. the ":" (without quotes) sign which would combine several variables and strings into one Disp command. (I originally wanted to use the "&" token but I thought that would be uneasy to access if we were to use a keypad similar to TI's)

Just say what you think about this...

edit in my example code it is seemingly impossible to include the ":" token in a string, this exmaple below however does so:

I am interested in developing a programming language. If anybody has seen ReCode, it uses 5 bcalls (one of which isn't needed anymore, but is included to keep compatibility with previous versions). The others are used to create vars, delete vars, and the last is InsertMem and all of those are used for the simple reason that I don't know the OS protocol for that stuff. Other than that, it is a fast interpreted language that currently has sprite support, strings and real numbers, text (not using anything from the OS), and other random things. I think that if I really wanted to I can fit a whole programming language into 16KB, but if I extended it to 32KB I could make the programming environment, all of the tokens and not use the OS at all. The only problem is that I am not familiar with writing to flash (in case variables need to be archived). For those who are not familiar with ReCode, here is a screenshot of an example program:

/\i like(although i dont really see the purpose of word storage other than os calculations...)a menu sounds nice, too(all number dealings are floating point by default for nubs, but can be set to the others to increase calculation speed)

I don't think floating point should be the default. It's too slow. Perhaps a fixed decimal point would be a better default, since it's faster to compute and slightly more accurate.

Actually, I have done some work with BCD math and floating point and to be honest, it isn't all that slow. However, I personally prefer making all of the math routines based on binary and then convert it to decimal only for display purposes.

Sorry to mix up hard and software here but, floating point math should not be that hard if we go for a propellor based design, it has full hardware 32 bit math support and can do float calculations in just one out of eight cores....

So really Floats is more hardware related if speed is an issue...

I figured a third option, eZ80 with a propellor as gpu? I mean, gpu's today are so great because they use stream processors, with a prop that is possible too...